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<blockquote data-quote="Dualazi" data-source="post: 7069094" data-attributes="member: 6855537"><p>The precursor to the monstrous races section explicitly states that they are unusual in their design and they “should be handled with care”, which is designer-speak for not balanced. Jester did a good job touching on some reasons for this, many times in D&D weaknesses are entirely avoidable by simply not selecting certain options. Int saves are rare, for example, so if you have +4 str and -4 Int, you just don’t pick an int class or skills and for the most part you never feel its sting. This problem was rife in 3.x.</p><p></p><p></p><p></p><p>Bounded accuracy wrecks this idea on its face. In fact, we’ve already tested the concept with Sharpshooter and Great Weapon Master, which are routinely touted as the strongest (some say OP) feats in the game. It’s simply too easy for player to still hit things with penalties like that and once it’s solved then it becomes the go-to choice.</p><p></p><p>If there were more elements of the game that focused on pros and cons of size then it might not be an issue, such as large creatures being worse at dodging AoE effects or taking additional damage from them (since more of their squares are affected). If mundane attrition was better modeled, then increased food intake might be a concern as well. Maybe if the base game scaled damage more by level/HD then even the above wouldn’t be needed. Point is, none of those things are true currently, and large PCs create so many issues and are so vulnerable to char-op that they’re unlikely to return in any official incarnation any time soon I think.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7069094, member: 6855537"] The precursor to the monstrous races section explicitly states that they are unusual in their design and they “should be handled with care”, which is designer-speak for not balanced. Jester did a good job touching on some reasons for this, many times in D&D weaknesses are entirely avoidable by simply not selecting certain options. Int saves are rare, for example, so if you have +4 str and -4 Int, you just don’t pick an int class or skills and for the most part you never feel its sting. This problem was rife in 3.x. Bounded accuracy wrecks this idea on its face. In fact, we’ve already tested the concept with Sharpshooter and Great Weapon Master, which are routinely touted as the strongest (some say OP) feats in the game. It’s simply too easy for player to still hit things with penalties like that and once it’s solved then it becomes the go-to choice. If there were more elements of the game that focused on pros and cons of size then it might not be an issue, such as large creatures being worse at dodging AoE effects or taking additional damage from them (since more of their squares are affected). If mundane attrition was better modeled, then increased food intake might be a concern as well. Maybe if the base game scaled damage more by level/HD then even the above wouldn’t be needed. Point is, none of those things are true currently, and large PCs create so many issues and are so vulnerable to char-op that they’re unlikely to return in any official incarnation any time soon I think. [/QUOTE]
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